Tile priority for horizon views performs a little better.
Merge branch 'master' into tile_priority
Add SolidColorTileProvider. Useful for debugging the CentralBody.
Change Change centralBody update to stop at the first tile without a …
…loaded texture, schedule the tile image to be loaded and add the parent tile to the queue for rendering. Significantly speeds up loading tiles for horizon views. Top-down views seem just as fast as before.
Fix bug when CentralBody.dayProvider is undefined.
Fix bug introduced in last commit.
Add occlusion culling to test tiles out of the image/reproject/textur…
Estimate the number of pixels shown for a tile when viewed from obliq…
…ue angles. If it does not have a significant impact on the globe then stop refining.
Why don't tiles always have a state?
Instead of using random colors, pull the colors from a predefined color ramp (you can set a reasonable limit for maxZoom so the ramp is finite). This way the colors are the same from run to run, which is useful for experimenting, comparing screen shots, etc.
Can maxZoom be negative? zero? Throw a DeveloperError.
Why code, and not @link?
Isn't is conceptually more direct to derive this from maxZoom, not the images?
Why not @link? Also, I'm not sure if it is a best practice, but I generally make the text for the @exception and DeveloperError the same.
Also, based on the comment, should any of the arguments be exposed? Would a user be likely to configure this?
Actually, is this something we are going to change when refinement is also driven by geometric detail? If so, I wouldn't expose anything yet.
Put one per line. @shunter had a good reason recently, but it slipped my mind.
normalize defaults to false so you can omit it.
Are you ever going to use more than 64K vertices for a tile? I believe we'll see a WebGL extension for 32-bit indices soon, but I'm not sure that we'll want to rely on it; I'd rather subdivide the tile unless the batch breaking hurts performance.
normalize defaults to false.
Any noticeable performance improvement/impact for various view paths?
Refine tiles based on the viewing angle.
Revert last change (remove testing viewing angle when refineing tiles).
Make changes based on @pjcozzi's comments.
I committed and reverted changes to refine tiles based on viewing angles so that the work can be continued in the future. I also committed a change based on @pjcozzi 's comments above.
Why use i? Why not x - and then avoid * maxZoom?
Tweak color ramp creation in SolidColorTileProvider.
Fixed issue #24 multiple frustum sensor rendering.